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I think the game would've had a lot more variety without it, though it would also be an interesting approach to try it as a lesser mechanic rather than the central piece it plays at the moment.
The stagger mechanics do not kill build variety in this game, as every weapons stagger.
But at that point, what is the purpose of melee's existing? If I recall (dont take me word for word on this) somebody at fromsoft said if melee is to be viable along with guns, the combat overall needs to be a lot more close quarters-ish.
If you want to get the combat further away, melee mechs will have to move like Nexts to even get close to you.
Plus there is the final factor of interesting looking gameplay. While far ranged combat from over 700m makes more sense, it isn't fun to look at for too long unless the enemy is doing some really cool bs that makes it entertaining. This more intimate approach to combat is a lot more visually comprehensible to not only the average person but generally looks a lot more entertaining since there is more to it than just shooting. Yes it does feel like a rhythm game at times with stagger punish stagger punish but i think that stagger gauge adds another layer of butt clenching tension that this series definitely needs.
Like when Ayre staggered me in phase 2 and did here charge attack I knew I was gonna see the games of heaven.
I am, admittedly, more of a strategy player than an action player, but I do think strategy has it's place in action games, and has for decades. Again, there's nothing wrong with making pure "instant reaction" type of action games as well, but to me at least it's much more satisfying to play something like Monster Hunter 2nd G where you have to watch and read your opponent carefully, making decisions about when to press and when to fall back, when to use items, etc.
My intent there was less to look for a build specifically and more to see if people were even thinking in that direction at all, since the game seemed so heavily focused on building around Stagger. Thanks for remembering though!
I've used those, and I simply don't have the ability to kill things fast enough with any of those, lulz. Probably a skill issue on my part.
Some of the newest titles, yeah, which is unfortunate, but the earliest entries in those series generally don't have Just Guard type mechanics.
Because the only builds that will be practical are the ones that can build Stagger effectively before it drains out, and then have enough weaponry to take advantage of the tiny window of defense down. A more hit-and-away build will not be able to build Stagger at all, for instance. On the reverse side, slower and tankier builds will in turn get stuck in Stagger constantly, and can't really rely on the extra HP/defense they have compared to lighter builds since thanks to Repair Kits effectively boosting every AC's health by 12000-18000 dependent on OS Tuning, their 9000 HP difference is relatively weakened. Now, this isn't to say it's impossible to win with any of these builds, as again, there's always going to be people who can do crazy challenges (someone did a God Gundam cosplay and melee'd the whole game even), but it is clear that the game's balance is definitely pushed hard in the direction of building Stagger and unleashing bursts of Stagger-boosted damage.
To avoid using up ammunition, because you don't really have that many bullets to be tossing out at anything and everything. Getting the drop on an Unaware MT with the melee is a great way to save your ammo, which in turn saves your wallet at mission's end.
So it's to appeal to the Vtuber crowd then, to get them to use it for content as free advertising?
The heal mechanic From has played with since Demon Souls allows them to calibrate TtD to health pool so opponents can hit hard, and not waste player time if the player approach isn't viable. This however leads to a need for a healing process.
The fashion during the PS3/XBox 360 era like with Call of Duty or Halo was an automatic healing process. That however puts the bias on needing the make the immediate fight maximum pressure, leading to the player responses that led these to be characterized as "Cover Shooters."
Healing kits allows for player challenge to be handled by mission, as the player has a discrete amount of total healing.
In short, what you're proposing is _BAD_ game design.
If your hyperbolic complaints were true this video wouldn't exist:
https://www.youtube.com/watch?v=-N5Hj3TbINM
Also while not necessarily explicit that kind of mechanic is a staple of Armored Core, and Mechwarrior for that matter. In Mechwarrior 3 you could literally overcome the opposing Mechs "stagger meter" and cause them to fall over with something like a LRM fuselage.
While there are a few different ways to handle it Stagger Mechanisms give the ballistic/explosive weapons in Mecha games weight and helps make them distinct from other options.
Another hyperbolic response... There are multiple solid weapon options that either don't even use the Effective Range mechanic, and have longer range... In-engine terms in AB your average Core isn't going to be going faster than around 150 meters/second.
So let's say for the sake of argument that you have the baseline Plasma Rifle with a 400 meter range, period. Let's pretend we have a perfectly flat, featureless map, and thus Range is the only possible issue. The inbound Core is going to take 2 full seconds to cross the distance of where the defending core can start firing to get within the Zimmerman's 102 meter range, if the defending core doesn't more. In turn do remember that said Afterburner sprint will rapidly deplete their capacitor and force them to land opening them up for a Punish.
At 0.7 shots per second this means that our defending Core can fire roughly 3 salvos before the attacking Core can salvo their Zimmermans at the Effective range of 102 meters. Those Plasma rifles can easily do over 1k damage per shot with 1.5k achievable with the VE-20B reactor. If we assume dual wielding said plasma rifles and no shoulder weapons that's already 9k AP with the VE-20B, aka a full health bar for the attacker. Add in some shoulder options the damage output is going to exceed their reasonable ability to absorb it, before we account for the ability of the defender to push back on the stick.
Whatever your problem is with this, isn't a lack of viable long range weapons.
That Mechanic has always been a part of Armored Core, and Mechwarrior for that matter... There's a variety of reasons to do that associated with pacing of player options as part of encounter design concepts.
As discussed in the previous section a big one is making it so that people maximizing mobility options have a Risk/Reward dynamic they're playing with for using stuff like the afterburner.
Sounds pretty live servicey to me.
Wouldn't Energy Defense come into play on a per hit basis too though?
It's more commonly seen as/similar in concept to TtK, or Time to Kill, specifically it concerns the time it takes for a death state to be triggered by incoming damage.
It's most commonly a discussion point in FPS games, but is also still a factor in terms of overall balancing in general, for example, Souls games tend to have a very low TtD, balanced by the Estus flask and infinite lives, whereas in the older AC games, outside of a few exceptions TtD was much higher on average since healing wasn't a factor (unless you just stood still entirely of course).
As a final example, I'd say TtK is almost too low in AC6's PvP, because of how a single stagger can lead to a burst of massive damage to a near instant death.
I like parrying :( Well, ok I like parrying that feels like high risk high reward that relies on skill/timing. Tight frames and a decent punish are what I want but shouldn't be a core mechanic - it should be build specific. This way the game won't be rife with a parry meta, but would make it threatening enough to tell your opponent to respect your threat range. Making it so parries aren't effective against certain ranged projectiles would help balance it.
Well, we do have Initial Guard timing on pulse shields that eats a lot of damage and impact, though the only thing it does is just that, no bounce back or stagger if someone blades your parry, its very consistent and reliable, most of the times at least...
It's lived as much as it needs to be.
All live service concept and game can burn.
Even at their lowest ebb, FromSoft are above and beyond modern so called "AAA" companies.